Proficiencies

A Perceptive has simple proficiency in all weapons.

Archetype

Not every hero has taken the same path. At 1st level, each hero selects an archetype to represent his focus and background training. Once selected, this choice cannot be changed. Each archetype provides a hero with special benefits, ranging from additional class skills and bonus feats to new talents and class powers.

Intuition (Ex): A Perceptive has a very strong sense of how things are “supposed” to work, act, and relate to one another.As a result, the sensitive is often able to perform complex or specialized tasks without the background or training normally required to do so.A number of times per day equal to half her class level plus her Wisdom modifier, a sensitive may make an intuition check (1d20 + class level + Wisdom modifier +3) in place of a skill check.This acts as a skill check with the same DC for success as if the sensitive was trained in the appropriate skill. Only skill checks completed using a full round action or less may be replaced by an intuition check, and such checks still require the proper tools to perform them.

Alternatively, a sensitive can use intuition to get a hunch, an inexplicable feeling for how one event, creature, or item works.

*The sensitive gets a gut assessment of the social situation, such as the feeling from another’s behavior that something is wrong, such as when talking to an impostor.Alternatively, the sensitive can get the feeling that someone is trustworthy. This acts as if the sensitive had made a successful Sense Motive check to gain a hunch.

*The sensitive learns information about one creature of object as if she had studied it for 3 rounds with any 2 of the following spells: detect chaos, detect evil, detect good, detect law, detect magic.This information should be given to the sensitive confidentially by the GM and not shared with other players.The sensitive cannot use specifics to explain this intuition to other characters or players, instead making vague statements such as “I don’t trust them,” or “I think this has some connection to dead people.”

*Gain information about a creature or item as if the sensitive had made the appropriate Knowledge skill check with a result of 20 + level + wisdom modifier. If the sensitive is aware an object or effect is magic, this can be used in place of a Spellcraft check to identify it.As with the above option, this information should be given to the sensitive confidentially by the GM and not shared with other players.

Intuition does not translate as a legal truth, and will not stand up in a court of law—it is obvious to the sensitive alone.Finding proof of an intuition requires additional work.

At 6th level, the sensitive’s intuition is strong enough to also reduce any nonproficiency penalty she suffers by 50% (resulting in only a -2 penalty to attack rolls with weapons she is not proficient with, and applying only half the armor check penalty of armor she is not proficient with to attack rolls and skill checks involving moving).

Talents

As a sensitive’s intuition deepens, she learns a number of talents that aid her in connecting to her allies, understanding her enemies, and gaining deeper insights into how the world works.At 1st, a sensitive gains one sensitive talent. She gains an additional talent at 6th level, and 7th level, and for every four levels of luminary attained after each of those levels (10th and 11th, 14th and 15th, and so on). Unless otherwise specified, a sensitive cannot select an individual talent more than once.

Animal Companion (Ex): The sensitive gains the service of a loyal and trusty animal to keep her company, do her bidding, and protect her in battle.This animal functions as a druid’s animal companion, using the sensitive’s level as her effective druid level.

A sensitive’s bond with her companion is strong, with the pair learning to anticipate each other’s moods and moves. Should a sensitive’s companion die, the sensitive may find another companion to serve her after 1 week of mourning. This new companion does not gain the link, evasion, devotion, or improved evasion special abilities until the next time the sensitive gains a level.

Anthropomorphic Empathy (Ex): The sensitive has a special affinity for one specific inanimate object, treating it with special reverence—for instance, giving it a person’s name, caring for it incessantly, and talking about it as if it was a living, thinking creature.This special connection grants the sensitive special bonuses when using the object for its intended function. If it is a weapon, the sensitive gains a +1 morale bonus to attack and damage rolls with it. If it is armor, the sensitive receives a +1 morale bonus to AC when wearing it.If it is a tool or kit that can be used for skill checks, the sensitive receives a +1 bonus to the appropriate skill check when using it. This bonus increases to +2 at 5th level, and by an additional +1 every 5 levels thereafter.

Anthropomorphic empathy applies to only one specific inanimate object. If that object is destroyed or lost, the sensitive may transfer her devotion to a different object (which need not be the same kind of item) after 30 days or when the sensitive next gains a level, whichever comes first.

Body Language (Ex): The sensitive can predict the immediate actions of one creature so well she can preempt its every move. The sensitive may take a ready action to respond to an action taken by one specific creature she can see, but the sensitive need not specify conditions for the ready action.If the target creature takes any action, the sensitive knows what action the target is about to take and may use her readied action to preemptively take a standard action, a move action, a swift action, or a free action in response, acting before her target.

Combat Awareness (Ex): The sensitive’s heightened alertness in combat makes her defensive efforts significantly more effective. Whenever she fights defensively or takes the total defense action, she gains a +2 dodge bonus to AC (in addition to the normal bonus gained while fighting defensively or engaged in total defense).This bonus increases to +4 at 7th level and +6 at 10th level.

Danger Lurks (Ex): Strong intuition warns the sensitive of imminent danger.The sensitive gains a +2 bonus to all initiative checks. Additionally, if the sensitive fails whatever check would allow her to act in a surprise round, she may make a DC 15 Will save to be allowed to act in the surprise round anyway.The sensitive is allowed this check even if there is no possible way for her to be aware of potential danger, or if she is asleep or helpless.

Empathy (Ex): The sensitive has a knack for being aware of the feelings and thoughts of others without having those feelings and thoughts communicated in any objectively explicit manner. This innate talent provides a bonus on checks involving interaction skills (Bluff, Diplomacy, Handle Animal, Intimidate, Perform, and Sense Motive), provided the sensitive spends at least 1 minute observing his or her target prior to making the skill check. The bonus is equal to half the sensitive’s class level (minimum +1).

Faith (Su): The sensitive has a vast supply of faith – be it in a higher power, the power of love or justice, or just an optimistic belief that everything will work out in the long run.A number of times per day equal to 3 + her Wisdom modifier, as an immediate or swift action the sensitive may add her Wisdom modifier to an attack roll, saving throw, ability check, or skill check made by herself or by an ally within her line of sight.The decision to add this bonus must be made immediately after the success or failure of the original die roll has been determined.

Gut Feeling (Ex): The sensitive often believes she knows the truth of a situation, even if she can’t say why or offer any proof to support her conviction.Once per day as a full-round action, the sensitive’s player may ask the GM to confirm if one specific assumption, idea, or guess of the sensitive is correct.The GM secretly rolls percentile dice; there is a 70% +1% per character level chance of getting a response on the gut feeling (failure indicates merely that the sensitive is unsure if the gut feeling is true or not). If the roll is a success, the player knows if the gut feeling is true, false, both, or neither. A “both” response is possible for vague assumptions. An “unknown” response is for questions with no immediate answer.

The GM may determine that a hunch is so obvious that it does not require a roll, or that it is so vague that there is no chance for success. In these cases, the ability is not expended for the day (though the attempt still counts as a full-round action).A gut feeling does not translate as a legal truth, and will not stand up in a court of law—it is obvious to the sensitive alone. Finding proof of a gut feeling requires additional work.

Insight (Ex): The sensitive has an innate ability to sense trouble in the air.As a swift action, the sensitive may attempt a Will saving throw with a DC of 15.This check is made in secret by the GM. On a successful save, the character gets a hunch regarding the safety and tone of the current situation. He may sense that everything is all right, or the hero may get a bad feeling about a specific situation, based on the GM’s best guess relating to the circumstances.

Such information is always vague, and normally is just “all seems safe,” “you have no sense of any unseen threat,” “danger lurks,” or “something is not as it seems.” A failed check results in no particular insight, which is the same as not sensing any unseen threat. This talent is usable a number of times per day equal to the character’s sensitive level.

Instinct (Ex): When a sensitive has time to calmly consider a problem, she often finds a possible solution suggests itself to her without any apparent explanation. When taking 10 or 20 on a skill, the sensitive gains a + 2 bonus. If the sensitive is 10th level or higher, this bonus increases to + 4. As a standard action, the sensitive may express an instinctive suggestion to another character taking 10 or 20 on a skill, granting them half the sensitive’s bonus (+ 1, or + 2 if the sensitive is 10th level).

Light Sleeper (Ex): The sensitive is a light sleeper and can make Perception checks even while distracted or asleep, without penalty. (A sleeping character normally takes a –10 penalty on Perception checks, a distracted character –5.)

Pacifist (Ex): The sensitive’s strong empathy for all life encourages her to avoid doing serious harm when she feels she can. She can choose to deal nonlethal damage with a weapon that normally deals lethal damage without taking the normal –4 penalty on the attack roll.At 8th level, the drive to prevent someone else from needing to attack the target if the sensitive doesn’t put them down gently gives the sensitive a bonus +1d6 damage to such nonlethal attacks, and this increases to +2d6 at 16th level.

Self-Aware (Ex): A sensitive almost always knows what’s going on with her own mind and body, making her extremely alert to changes to her condition. Whenever the sensitive suffers an affliction or condition, she may make a special intuition check (see intuition, above) to know all the following details where relevant: duration, onset time, effects, cure, and save DC.

She may also make this check to recognize if a spell, spell-like ability, psionic power or other ability with no obvious effects has affected her, though in this case she only learns the school, subschool, and descriptor (if any) of the ability.

The intuition check DC is equal to the condition, affliction, or ability’s save DC if any, or DC 20 for abilities that lack saving throws. On a failed check, the sensitive may not try to identify the same condition or effect on her again for 24 hours.

Trivia (Ex): A sensitive is always alert for facts, minutiae, or rumors that might prove useful to her concerns later in life.The trivia talent is not about research, but about recognizing and remembering things long before they become important. A number of times per day equal to her 3 + Wisdom modifier, as a standard action the sensitive may make a special intuition check (see intuition, above) to see whether or not she has already gathered some relevant knowledge about notable people, legendary items, or noteworthy places. (This does not expend a use of the intuition ability.)

Information gained with this talent is always general, acting as guidance about a question rather than giving a solution.Trivia checks may hint at the general attitude of a foe but not reveal his alignment, outline the goals of a group and where they have strong support (but not give the location of their secret base), or give a general idea about the powers of a magic item (but not reveal its specific powers or command word).The DC of this intuition check is based on how common the information gained would be.A sensitive cannot make more than a single trivia check regarding the same subject.

TRIVIADCS

*DC

Type of Knowledge

Example

10

Common, known by at least a substantial minority of the local population.

A local official’s hobbies and interests; common legends/rumors about a powerful place of mystery.

20

Uncommon but available, known by only a few people in the area.

The direction of a known but uncharted island; legends/rumors about a powerful ESP artifact.

25

Obscure, known by few, hard to come by.

The customs of a tribe with only occasional contact with civilization; all the conspiracy theories about a specific royal dynasty.

30

Extremely obscure, known by very few, possibly forgotten by most who once knew it, possibly known only by those who don’t understand the knowledge’s significance.

The nation in which a long-lost pharaoh’s tomb is most likely to be located; the history of a powerful artifact and its creator; the likely habits of a theorized but never-seen creature.

Uncanny Survival (Ex): As a free action the sensitive gains dodge bonus to AC equal to one-half her class level (minimum +1) until the end of her next turn. She must declare she is doing this at the beginning of her turn, and the bonus does not stack with itself.The sensitive may use this ability a number of times per day equal to her Wisdom bonus.

Wild Empathy (Ex): A sensitive can be so in tune with the movements, urges, and attitude of an animal as to communicate with it on an instinctive, nonverbal level. As a result, she may make an intuition check (see the intuition class feature) to improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use wild empathy, the sensitive and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time.

Xeno Empathy (Ex): The sensitive selects one creature type, selecting from the ranger list of favored enemies. Like favored enemies, if the sensitive selects humanoid or outsider, a sub-type must also be selected.A sensitive can make an intuition check (see the intuition class feature) to improve the attitude of creatures of the selected type.This ability functions just like wild empathy.A sensitive must have selected wild empathy prior to selecting this talent.A sensitive may select this talent more than once. Each time it applies to a different creature type.

One With Everything (Ex): At 20th level, a sensitive’s understanding of the universe makes her part of all creatures, places, and things.The sensitive can communicate with any creature with an Int of 2 or more as if she spoke its native tongue (even if it does not itself have a language), and is automatically treated as taking 20 on any Sense Motive check. Additionally, the sensitive’s self-awareness is so great she becomes immune to all mind-affecting effects.